The primary goal for combo extensions is to land {{clr|3|'''OD Jus Cool''' (214KK)}} into its {{clr|3|HK}} followup, {{clr|3|'''Maximum Strike''' (214KK~HK)}}, since it launches the opponent high into the air allowing for a couple of different juggles and Combo Enders.
The primary goal for combo extensions, whether you're mid-screen or in the corner, is to land {{clr|3|'''OD Jus Cool''' (214KK)}} into its {{clr|3|HK}} followup, {{clr|3|'''Maximum Strike''' (214KK~HK)}}, since it launches the opponent high into the air allowing for a couple of different juggles and Combo Enders.
Outside of the corner, the main Combos Enders are either:
Outside of the corner, the main Combos Enders are either:
* {{clr|9|'''HK Rollig Sobat''' (236HK)}} - most wall carry
* {{clr|9|'''HP Machine Gun Upper''' (214HP)}} - most damage
* {{clr|9|'''HP Machine Gun Upper''' (214HP)}} - most damage
* {{clr|9|'''HK Rollig Sobat''' (236HK)}} - most wall carry
| content = {{clr|9|'''Machine Gun Upper''' (214HP)}} is Dee Jay's highest damage meterless Combo Ender and can be canceled into his Level 2 or 3 Super for massive damage.
| content = {{clr|9|'''Machine Gun Upper''' (214HP)}} is Dee Jay's highest damage meterless Combo Ender and can be canceled into his Level 2 or 3 Super for massive damage. Requires at least 1 bar of Drive Gauge for the Drive Rush.
}}
}}
You can squeeze in another {{clr|3|'''Maximum Strike (214K~HK)'''}} to get more damage and wall carry out of his combos at the cost of 1 Drive Gauge. For example:
| content = {{clr|9|'''Machine Gun Upper''' (214HP)}} is Dee Jay's highest damage meterless Combo Ender and can be canceled into his Level 2 or 3 Super for massive damage.
| content = {{clr|9|'''Machine Gun Upper''' (214HP)}} is Dee Jay's highest damage meterless Combo Ender and can be canceled into his Level 2 or 3 Super for massive damage. Requires at least 1 bar of Drive Gauge for the Drive Rush.
Click "Expand" for information about combo notation in SF6:
SF6 Combo Notation Guide
Notation
Meaning
>
Cancel the previous move to the following move. e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K)
~
Chain/Cancel the previous move into a followup. e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP)
,
Link the previous move to the following move. e.g. 5MP, 2MP (requires manual timing)
An example with Ken that uses all three "connecting" symbols: 2LP, 5MP~HP > 623P > 236236P 2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super
j.X
Jumping action; for Neutral Jump, use 8j.X e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku)
P or K
Any Punch or Any Kick (when button strength does not matter) PP or KK represents any two punches/kicks.
X/Y
Do either X move or Y move. e.g. end a combo with 214K/623P
[X]
Hold the button input e.g. Luke 214[LP] = charged LP Flash Knuckle
dl.X
Briefly delay the action e.g. Ken 236HK~dl.6LK (Jinrai Loop starter)
AA
Anti-air; hit the opponent while they're mid-air. May cause a different juggle state compared to a grounded opponent.
Y xN {Y} xN
Repeat 'Y' input 'N' number of times. A sequence of multiple inputs will be bundled into "{}". e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3
Y > DR
Button Y cancelled into Drive Rush (3-bar version) e.g. 5HP > DR
DR~Y
Drive Rush into Button Y (cancel the dash frames early into a followup attack) This can be done from the 1-bar or 3-bar versions of Drive Rush e.g. 236HP Launch, DR~5LP
An example for Ryu using both Drive Rush notations: 2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation)
Day 1 Combos
Combo
Position
Damage
Drive
Super
Difficulty
Notes
2LK/5LP, 2LP>236MK
Anywhere
1270
0
0
Easy
A simple light confirm. Sobat (236MK) gives meaty pressure afterwards, but is punishable on block if not spaced correctly.
2LK/5LP, 2LP>[2]8HK
Anywhere
1510
0
0
Easy
Jackknife Maximum ([2]8HK), a.k.a "Up Kicks", whiffs on crouching opponents and is extremely unsafe if blocked; hit confirming required.
5MP~5HP~5HK
Anywhere
1580
0
0
Very Easy
Target Combo starting with Dee Jay's 5MP.
5MP, 5LK>236MK/236HK
Anywhere
1700/2020
0
0
Easy
MK Sobat gives knockdown while HK Sobat does more damage, is +2 on hit, and leaves both players standing in throw range.
5MP~2MP>214LP
Anywhere
2620
0
0
Medium
All versions of Machine Gun Uppercut (214P) do not hit crouching opponents; hit confirming required.
j.HP, 2HP, 2MP>[2]8HK
Anywhere
2990
0
0
Easy
Basic jump-in combo. 2HP forces Stand on hit, ensuring HK Up Kicks combos.
j.HP, 2HP, 2MP>[2]8MK, [2]8HK
Corner
3510
0
0
Medium
Corner version only. MK Up Kicks allows HK Up Kicks to juggle afterwards.
Drive Impact, delay 5H>214HP
Anywhere
2860
1
0
Easy
Works when DI lands mid-screen, or if they block it while in the corner.
Combo Theory
The primary goal for combo extensions, whether you're mid-screen or in the corner, is to land OD Jus Cool (214KK) into its HK followup, Maximum Strike (214KK~HK), since it launches the opponent high into the air allowing for a couple of different juggles and Combo Enders.
Outside of the corner, the main Combos Enders are either:
HK Rollig Sobat (236HK) - most wall carry
HP Machine Gun Upper (214HP) - most damage
Rolling Sobat
... 214KK~HK, 236HK
Rolling Sobat (236HK) gives better wall carry and saves you 1 bar of Drive Gauge at the expense of damage.
Machine Gun Upper
... 214KK~HK, Drive Rush5HP/4HK>214HP
Machine Gun Upper (214HP) is Dee Jay's highest damage meterless Combo Ender and can be canceled into his Level 2 or 3 Super for massive damage. Requires at least 1 bar of Drive Gauge for the Drive Rush.
You can squeeze in another Maximum Strike (214K~HK) to get more damage and wall carry out of his combos at the cost of 1 Drive Gauge. For example:
Additional Maximum Strike
... 214KK~HK, Drive Rush4HK(1)>214K~HK, 236HK
Machine Gun Upper (214HP) is Dee Jay's highest damage meterless Combo Ender and can be canceled into his Level 2 or 3 Super for massive damage. Requires at least 1 bar of Drive Gauge for the Drive Rush.
Links and Starters
Light Starters
Combo
Position
Damage
Difficulty
Notes
2LK/5LP~2LP>236MK/[2]8HK
Anywhere
1270/1510
Easy/Medium
Standard Light BNB route. Sobat (236MK) gives meaty pressure afterwards, but is punishable on block if not spaced correctly. Jackknife Maximum ([2]8HK), a.k.a "Up Kicks", is more damaging but whiffs on crouching opponents and is extremely unsafe if blocked; Hit confirming required.
2LP~2LP~2LP>236236K
Anywhere
2070
Easy
An easy light confirm into level 1 Super.
2LK/5LP~2LP>236MK>214214P
Anywhere
3670
Medium
light confirm into level 3 Super.
Medium Starters
Combo
Position
Damage
Difficulty
Notes
5MP~5LK>236MK/236HK
Anywhere
1700/2020
Easy
MK Sobat gives knockdown while HK Sobat does more damage, is +2 on hit, and leaves both players standing in throw range.
5MP~2LP>[2]8HK
Anywhere
1940
Easy
Don't forget that Jackknife Maximum whiffs on crouching opponents.
5MK~2MP>[2]8HK
Anywhere
2240
Easy
2MP comfortably links off of 5MK.
5MK~2MP>214KK~HK~236HK
Anywhere
3140
Medium
Good wall carry for a little meter investment.
2MP>[4]6PP~5LK>236MK/236HK
Anywhere
2540/2820
Medium
MK Sobat gives knockdown while HK Sobat does more damage, is +2 on hit, and leaves both players standing in throw range.
5MP~5HP~5HK>236236k
Anywhere
2840
Easy
A simple Target Combo into level 1 Super.
6MK~2LP/5LK>236MK
Anywhere
1800
Easy
A simple confirm off of 6MK. If you're worried about 2LP linking you can opt for 5K which also gives the option to end in HK Sobat instead.
6MK~2LP>214KK~HK~236HK
Anywhere
2940
Medium
Another confirm off of 6MK. OD Jus Cool (214KK) will whiff if you're too far away even if the 2LP combos. Make sure to space properly.
6MK~2MP>214LP
Anywhere
2620
Medium
Meterless confirm off of Dee Jay's 6MK. Does not work on crouching opponents.